Educational game

ABSTRACT

An educational game is provided, comprising a plurality of qualification cards for at least one subject, said qualification cards having a qualification question and a corresponding qualification answer; and a plurality of preparatory cards for at least one subject, said preparatory cards having a preparatory question and a corresponding preparatory answer wherein a player of the game, when presented with said qualification question and on providing said qualification answer, is presented with said preparatory question and on providing said preparatory answer, receives a score. A method for playing an educational game is provided, wherein a player&#39;s turn comprises receiving a qualification question; providing a qualification response to said qualification question; if said qualification response is the corresponding answer to said qualification question, receiving a preparatory question; providing a preparatory response to said preparatory question; and if said preparatory response is the corresponding answer to said preparatory question, receiving a score.

NOTICE REGARDING COPYRIGHTED MATERIAL

A portion of the disclosure of this patent document contains materialwhich is subject to copyright protection. The copyright owner has noobjection to the facsimile reproduction by anyone of the patent documentor the patent disclosure as it appears in the public Patent Office fileor records but otherwise reserves all copyright rights whatsoever.

TECHNICAL FIELDS

This invention relates generally to a game, and more particularly, aneducational board game adapted to accommodate the differing skill levelsand age of its players.

BACKGROUND

In a society that values education, tools to assist in learning are indemand for all age groups in all subject areas. For example, elementaryschool children use pictorial workbooks to learn basic mathematics.Tutoring programs are offered to high school students who may need extrahelp in chemistry. Preparatory courses and practice exam workbooks areavailable for university students preparing for qualificationexaminations to enrol in postgraduate programs. Regardless of age, skilllevel, and subject area, an effective method to learn is to make thelearning process enjoyable and fun.

A number of educational games disclosed in the art target players of aspecific age group. Such games are based on the limited scope ofknowledge of players within the specific age group and therefore limitthe extent to which skills may be developed in any given subject area.Furthermore, because most educational games in the art are so limited,simultaneous participation by players of different age and skill levelsis not possible. For example, younger individuals in a group of playersmay feel left out when other older individuals are playing because thegame is too difficult for them to play.

Other board games in the art utilize a game board and related parts foruse in playing the game. The use of such board and related parts maymake it difficult for a group of individuals to play because the gameboard often has to be moved to the face the players, resulting in manypieces of the game being disturbed. Alternatively, the game may beplayed with the information on the game board positioned upside down forsome of the players.

Thus, it is an object of this invention to provide a means forindividuals to learn the subject matter of a wide range of subject areasin an enjoyable and relaxed manner. More particularly, the presentinvention provides a means for individuals to learn about varioussubject areas in accordance with their academic needs.

It is a further object of this invention to enable individuals ofdiffering age groups and skill levels to play simultaneously such thateach player has a similar chance of winning the game.

It is a further object of this invention to permit the game to be playedwith ease by mounting the game board on a rotating drum, therebyallowing players to rotate the game board without disturbing the gamepieces.

SUMMARY OF THE INVENTION

An educational game is provided, comprising a plurality of qualificationcards for at least one subject, said qualification cards having aqualification question and a corresponding qualification answer; and aplurality of preparatory cards for at least one subject, saidpreparatory cards having a preparatory question and a correspondingpreparatory answer wherein a player of the game, when presented withsaid qualification question and on providing said qualification answer,is presented with said preparatory question and on providing saidpreparatory answer, receives a score. A method for playing aneducational game is provided, wherein a player's turn comprisesreceiving a qualification question; providing a qualification responseto said qualification question; if said qualification response is thecorresponding answer to said qualification question, receiving apreparatory question; providing a preparatory response to saidpreparatory question; and if said preparatory response is thecorresponding answer to said preparatory question, receiving a score.

BRIEF DESCRIPTION OF FIGURES

Further objects, features and advantages of the present invention willbecome more readily apparent to those skilled in the art from thefollowing description of the invention when taken in conjunction withthe accompanying drawings, in which:

FIG. 1 is a top view of an embodiment of the game showing the stationarybase and rotatable drum;

FIG. 2 is a cross sectional side view thereof taken along line Y—Y,showing the view from that of a player answering questions;

FIG. 3 is a cross sectional side view thereof taken along line X—X;showing the rotatable drum mounted via a pin onto the stationary base;

FIG. 4 is a detailed view of the of the mascot and metal strip usedtherein;

FIG. 5 is a view of a score register;

FIG. 6 is a view of each side of an embodiment of a qualification card;and

FIG. 7 is a view of each side of an embodiment of a preparatory card.

DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS

As illustrated in FIG. 2 and FIG. 3, educational game 1 includesstationary base 10, adapted to allow rotatable drum 15 to be mounted bymeans of a pin positioned substantially at the center of stationary base10. Storage area 25 positioned underneath rotatable drum 15 is adaptedto store a plurality of preparatory cards and qualification cards. Asbest seen in FIG. 1, positioned on top of rotatable drum 15 are aplurality of preparatory cardholder slots 30, a qualification cardholderslot 35, a mascot holder slot 40, a score counter holder slot 45, and asingle preparatory cardholder slot 50. On the perimeter of stationarybase 10 are a plurality of elongated slots organized into scoreregisters 55 adapted to hold score counters received by each player, asbest seen in FIG. 5. A privacy barrier 60 separates score registers 55of each player.

Stationary base 10 is made of any solid material such as wood or stiffcardboard. In the preferred embodiment, stationary base 10 is made of alightweight plastic such as polyethylene terepthalate (PET) or polyvinylchloride (PVC). Stationary base 10 can be any shape includingrectangular or circular, but is preferably octagonal or hexagonal inshape.

A cavity at the center of stationary base 10 forms storage area 25. Inthe preferred embodiment, storage area 25 is circular in shape and isadapted to store a plurality of preparatory cards and qualificationcards.

At the center of the cavity of stationary base 10 is a means formounting rotatable drum 15 which will enable rotatable drum 15 torotate. In the preferred embodiment, rotatable drum 15 is mounted bymeans of a pin type connection. Rotatable drum 15 can be made of anysolid material including wood or stiff cardboard, but is typically madeof the same material as stationary base 10. Rotatable drum 15 allows allplayers to face the game without having to move the game. On each turnby a player, a player turns rotatable drum 15 in a clockwise orcounterclockwise direction so that rotatable drum 15 faces the nextplayer. The position of each player is determined by means of a magnetinserted in a slot on stationary base 10, as best seen in FIG. 4. In thepreferred embodiment, each player selects one of ten mascots, eachhaving a magnet as its base. A metallic strip attached to rotatable drum15 is biased towards the magnet at the base of a mascot inserted in aslot on stationary base 10 and rotatable drum 15 temporarily stopsrotating. Rotatable dram 15 therefore can be successively rotated to thenext player and may come to a rest when the metallic strip approachesthe next magnetic base of a mascot.

Preparatory cardholders 30, qualification cardholder 35, mascot holder40, score counter holder 45, and single preparatory card holder 50 aremade of any solid material, preferably plastic. These are supported onrotatable drum 15 by any means for fixing an attachment. In thepreferred embodiment, there are a total of 10 preparatory cardholders 30positioned on top of rotatable drum 15. Single preparatory cardholder 50has a window on its first side to display the answer to the questions onthe other side of the card to the other players, and has two windows onthe side facing the active player, one to display the preparatoryquestion, and the other to display the choice of answers to thepreparatory question.

Score counters are preferably cubes, although shapes are equallyeffective, and are made from a hard plastic. Each score counter ispre-assigned a value, typically, 1, 5, 10, 50 and 100, with the valuedisplayed on a face of the cube. Thus, if a player has five counterswith a value of one, that player may replace the five counters with asingle counter with a value of 5. Preferably, the score counters arecolored. Table 1 below indicates suggested colors to be used for thescore counters, although a plurality of colors may be used according tothe game designer preference.

TABLE 1 SUGGESTED COLORS FOR THE SCORE COUNTERS SCORE COUNTER 1 5 10 2050 SUGGESTED COLOR YELLOW RED BLUE GREEN WHITEQualification Cards

The plurality of qualification questions for various skill levels arepreferably structured to parallel examination-type questions in subjectssuch as mathematics, geography, history, etc. The qualificationquestions on the qualification cards are designed to be of a type andstyle that will allow the players to gain knowledge in that subjectmatter. As best seen in FIG. 6, the qualification cards are comprised ofa qualification question for each age group, a set of possible answers,and a corresponding qualification answer for each question. Table 2below sets out examples of eight different types of qualification cards,which are randomly mixed and drawn from the complete set ofqualification cards. Table 2 illustrates typical qualification questionsby way of example only. The game will have a plurality of qualificationcard types and plurality of qualification questions. In the preferredembodiment, there will be eight different qualification card typesrandomly selected from the complete set of qualification cards. Otherqualification card types can be introduced to the game. The number ofcards in each qualification card type may be altered.

TABLE 2 EXAMPLES OF DIFFERING QUALIFICATION CARDS CARD BASIC EXAMPLE OFIHE NUMBER OF TYPE DESCRIPTION CARD TYPE CARDS TYPE 1 Preventative CardsYou have taken sick. 25 Miss a turn. TYPE 2 Subject Chooser Answer aphysics 200 question. TYPE 3 Fact Fun Where does house dust 75 mostlycome from? a) carpet/floor finishes b) humans c) furniture Answer: aTYPE 4 Languages The word GARCON in 75 means a) boy b) girl c) manAnswer: a TYPE 5 Mathematics (15 − 5) × 8 − 5 = _(——) 75 Answer: 75 TYPE6 General Knowledge How many faces does a 75 tetrahedron have? a) 3 b) 4c) 5 d) 6 Answer: b TYPE 7 Science Cytology is the study of: 75 a)fossils b) cells c) animals Answer: b TYPE 8 Computer What is a byte? 75Technology The storage space allocated to one character. True or FalseAnswer: True

The qualification cards are comprised of four qualification questions,one for each age group. In the preferred embodiment, there are four agegroups namely elementary, primary, secondary, and adult. Each of the agegroup qualification questions has a background color that representseach age group. For example, purple color may signify the elementary agegroup. The qualification question, if answered correctly allows theplayer to proceed to the preparatory questions.

The qualification cards are seen as a way of limiting the individualsfrom answering the preparatory questions. The qualification cardsintroduce an element of surprise in the game and thus make the gameinteresting to play, with the preparatory cards making it educationaland assist in preparing the player for an examination. Not all of thequalification cards need include questions as illustrated above.Furthermore, besides educational subject matter, qualification cards mayinclude questions on a wide variety of topics such as sports andentertainment.

Preparatory Cards

The subject areas for the preparatory cards are subjects normally takenat school, college, or other educational institutions. For example, in ahigh school, there may be ten key subjects; namely Mathematics; English;Geography; Physics; Chemistry; Biology; Computer Science; History;Religious Studies and General Knowledge. For college or universitylevel, the subjects can range from those appropriate for dentistryassistant training, legal secretary training, and library sciences. Thesubjects are adaptable for any program of study, and for lesseducational topics such as sports and entertainment.

The subject matter and form of the preparatory questions are of a typeand form that are similar to examination questions. Such forms ofquestions include multiple choices, “yes or no” type, “true or false”type, graphical type, selection of phrases, and mathematicalrepresentations.

The plurality of preparatory cards are divided into subject groups. Inthe preferred embodiment, the preparatory cards are divided into tenmajor subject groups. The plurality of preparatory questions in eachsubject group are further divided into age groups so that a player inthat age group will be awarded the same points as those of the other agegroups if the preparatory question is answered correctly. In thepreferred embodiment, there are four age groups namely, elementary,primary, secondary, and adult. Each of the age group questions has abackground color that represents that age group in the game. Thepreparatory cards are comprised of four preparatory questions, one foreach age group. Each preparatory question is assigned a score accordingto the degree of complexity. Typically, a basic question in any agegroup will be assigned a score of “1”, an intermediate level questionwill be assigned a score of “2”, and an advanced level question will beassigned a score of “3”. By introducing differing levels of complexityin the question, the game exposes the individuals to both lower andhigher knowledge levels for that individual, and is educatedaccordingly. The levels may be selected prior to the active playerreceiving the preparatory question, or in alternative embodiments, theactive player may view all three questions and select one to answer.Alternatively, the qualification card may determine which level toanswer.

In an alternative embodiment, the preparatory cards may be modified foradvanced players by creating a set of preparatory cards for specializedsubject groups. For example, the game may be played at the Universitylevel for a specialized subject area such as Civil engineering. Thepreparatory cards can cover a complete range of subject groups.

Table 3 illustrates typical preparatory questions in the area ofmathematics for different age groups in varying degrees of complexity.

TABLE 3 EXAMPLE OF MATHEMATICS QUESTION BY AGE GROUP/DEGREE OFCOMPLEXITY DEGREE OF COMPLEXITY/ BASIC INTERMEDIATE ADVANCED AGE GROUPScore = 1 Score = 2 Score = 3 Elementary 2 + 2 = _(——) 2 + 2 + 6 = _(——)2 + 3 − 2 = _(——) answer: 4 answer: 10 answer: 3 Primary 6 × 2 = _(——) 2× 2 × 6 = _(——) (2 + 3) × 3 = _(——) answer: 12 answer: 24 answer: 15Secondary 12 × 8/3 = _(——) (12 × 9/2)/2 = _(——) (12 × 9/2)/(6 × 3) =_(——) answer: 32 answer: 27 answer: 3 Adult (12 × 8/3) × ½ = _(——) (12 ×9/2)/(3 × 2) = _(——) (12 × 9/3) × (5 × 3) = _(——) answer: 16 answer: 9answer: 540Method of Playing the Game

The roll of the dice is taken by each of the players and the one withthe highest score begins the game. If two or more players have the samescore, the process of rolling the dice is repeated for these playersuntil the players with the least score are eliminated.

The length of the game is decided by predetermining a winning score. Inthe preferred embodiment, the minimum winning score is two hundredpoints and the maximum score is nine hundred points. Mascots are chosenby the players from the storage box and inserted in the player'sposition. The players select a set of preparatory cards based on thesubject area of choice. The selected set of preparatory cards are placedin the plurality of preparatory cardholders 30 adapted to hold aplurality of sets of preparatory cards positioned on rotating drum 15.

Any player who cheats in the game and is caught is eliminated from thegame and cannot play again in the game. When the player answers thequestions, others in the game should be silent so as not to disturb theconcentration of the active player. Talking is permitted in between thesuccessive selections or during the answering of the qualificationcards, but not during the answering of the preparatory cards.

The qualification cards are designed to permit certain luck of the drawevents to take place to make the game more interesting to play.Therefore, before selecting a preparatory card, a qualification card isselected. The qualification question on the qualification card must beanswered correctly in order to proceed to the preparatory question.Alternatively, the qualification card imposes some condition that mustbe met prior to continuing with the game. For example, they player maymiss a turn, or be imposed with some other form of condition that mustbe followed, or be given the opportunity to answer a particular type ofqualification questions.

If the player gives the corresponding qualification answer to thequalification question, a preparatory question is selected and placed insingle preparatory cardholder slot 50 so that all the non-active playerscan view the answer on the back of preparatory card. There are severalways in which the subject matter of the preparatory card can bedetermined. In a preferred embodiment the active player can select thesubject. In an alternative embodiment, the qualification card willdetermine the subject matter. In yet other embodiments, each player willonly be allowed to obtain a predetermined number of points from eachsubject, thus requiring the winning player to have a broad knowledge inmany of the different subjects.

If the active player gives the corresponding preparatory answer to thepreparatory question, the player receives a score. The number of pointsawarded is determined by multiplying the score with the roll of a dice.For example, if a “3” is rolled on the dice, and the score received is“3”, then the points gained in answering the preparatory questioncorrectly is “9”. Then nine score counters are picked-up and placed onthe score register. Other means of determining the points are alsoavailable, such as using the f course

The game will terminate when the winning score is achieved as previouslydecided at the beginning of the game. In one embodiment, a certificatethat is a high quality and well-designed document which has empty slots,is completed by a player, and presented to the declared winner of thegame. This certificate can be displayed on the wall to encourage theyounger players in the game to do well next time. Older players maysimply walk away with the satisfaction of winning the game.

While the principles of the invention have now been made clear in theillustrated embodiments, it will be immediately obvious to those skilledin the art that many modifications may be made of structure,arrangements, and algorithms used in the practice of the invention, andotherwise, which are particularly adapted for specific environments andoperational requirements, without departing from those principles. Theclaims are therefore intended to cover and embrace such modificationswithin the limits only of the true spirit and scope of the invention.

1. An educational game, comprising: (a) a first set of cards for atleast one subject, each of said cards in said first set of cards havinga first question for presentation to a player of the game, and acorresponding first answer, and for which said player receives no scorefor answering correctly; and (b) a second set of cards for at least onesubject, each of said cards in said second set having a second questionfor presentation to said player after said player has provided saidfirst answer to said first question, and a corresponding second answer;and for which said player, on providing said second answer, receives ascore.
 2. The game of claim 1 wherein each of said first set of cardsinclude a plurality of questions and corresponding answers for a varietyof skill levels.
 3. The game of claim 2 wherein each of said first setof cards further include a plurality of questions and correspondinganswers for a variety of age groups.
 4. The game of claim 3 wherein eachof said second set of cards include a plurality of questions andcorresponding answers for a variety of skill levels.
 5. The game ofclaim 4 wherein each of said second set of cards further include aplurality of questions and corresponding answer for a variety of agegroups.
 6. The game of claim 5 wherein said first question and secondquestion are selected from standardized examination questions.
 7. Thegame of claim 6 wherein said score received for providing said secondanswer is at least partially random.
 8. The game of claim 1 furthercomprising a rotatable drum for display of and access to said first setof cards and said second set of cards and a stationary base for holdingsaid rotatable drum.
 9. The game of claim 8 further comprising amagnetic mascot for said player positionable on said stationary base.10. The game of claim 9 wherein a metallic strip is positioned on saidrotatable drum such that when said rotatable drum is rotated, saidmetallic strip will be biased to said magnetic mascot.
 11. The game ofclaim 10 wherein said second set of cards, when not in use are storablewithin said stationary base below said rotatable drum.
 12. The game ofclaim 11 wherein said second set of cards are organizable by subjectmatter in a plurality of slots on said rotatable drum.
 13. The game ofclaim 12 wherein said first set of cards are positioned within aqualification card holder slot on said rotatable drum.
 14. The game ofclaim 13 further comprising score counters organizable in a scorecounter holder slot on said rotatable drum.
 15. The game of claim 14wherein a plurality of elongated slots are positioned on the perimeterof said stationary base.
 16. A method for playing an educational gamewherein a player's turn comprises: (a) receiving a first question listedon a first card selected from a first set of cards; (b) providing afirst response to said first question; (c) if said first response is thecorresponding answer to said first question, not receiving a score andreceiving a second question listed on a second card selected from asecond set of cards; (d) providing a second response to said secondquestion; and (e) if said second response is the corresponding answer tosaid second question, receiving a score.
 17. The method of playing aneducational game of claim 16 wherein said score is multiplied by anumber randomly generated by a roll of a die to determine a value ofpoints received by said player.
 18. The method of playing an educationalgame of claim 16 wherein said player, when receiving said value ofpoints, receives score counters for placement on a stationary base for avalue equal to said value of points, said score counters organizable ina plurality of elongated slots positioned on the perimeter of saidstationary base.
 19. The method of playing an educational game of claimof claim 17, wherein said player wins when said player receives pointsat least equal to a predetermined winning number.